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|
-- `Selector` (Element)
-- Used in Menu for selecting various things from list. Works for each Controller set or globally.
--[[
How to use `Selector` in `Menu` config file?
selector:new(menu)
:setPosition(x, y)
:setMargin(8) -- each block has marigin on both sides; they do stack
:setSize(32, 32) -- size of single graphics frame
:set("list", require "nautslist")
:set("icons_i", love.graphics.newImage("assets/portraits.png"))
:set("icons_q", require "portraits")
:set("global", false) -- true: single selector; false: selector for each controller set present
:init()
]]
Selector = {
parent,
x = 0,
y = 0,
width = 0,
height = 0,
margin = 0,
focused = false,
global = false,
delay = 2,
first = false,
list,
sets,
locks,
selections,
shape = "portrait",
sprite,
quads,
icons_i,
icons_q
}
-- Constructor
function Selector:new(parent)
local o = {}
setmetatable(o, self)
self.__index = self
o.parent = parent
o.sprite, o.quads = parent:getSheet()
return o
end
-- Position
function Selector:getPosition()
return self.x, self.y
end
function Selector:setPosition(x,y)
self.x, self.y = x, y
return self
end
-- Size of single block
function Selector:getSize()
return self.width, self.height
end
function Selector:setSize(width, height)
self.width, self.height = width, height
return self
end
-- Spacing between two blocks
function Selector:getMargin()
return self.margin
end
function Selector:setMargin(margin)
self.margin = margin
return self
end
-- General setter for Menu configuration files
function Selector:set(name, func)
if type(name) == "string" and func ~= nil then
self[name] = func
end
return self
end
-- Initialize Selector with current settings.
function Selector:init()
-- Make sure that there is list present
if self.list == nil then
self.list = {}
end
-- Initialize global Selector
if self.global then
self.sets = {}
self.locks = {false}
self.selections = {1}
-- Initialize Selector for Controllers
else
self.sets = Controller.getSets()
self.locks = {}
self.selections = {}
for n=1,#self.sets do
self.locks[n] = false
self.selections[n] = 1
end
end
return self
end
-- Cycle through list on given number
function Selector:next(n)
local current = self.selections[n]
self:setSelection(n, current + 1)
end
function Selector:previous(n)
local current = self.selections[n]
self:setSelection(n, current - 1)
end
-- Get number associated with a given set
function Selector:checkNumber(set)
if self.global then return 1 end -- For global Selector
for n,check in pairs(self.sets) do
if check == set then return n end
end
end
-- Check if given number is locked
function Selector:isLocked(n)
local n = n or 1
return self.locks[n]
end
-- Sets value of selection of given number. Returns old.
function Selector:setSelection(n, new)
-- Functception. It sounds like fun but it isn't.
local function limit(new, total)
if new > total then
return limit(new - total, total)
elseif new < 1 then
return limit(total + new, total)
else
return new
end
end
local n = n or 1
local old = self.selections[n]
self.selections[n] = limit(new, #self.list)
return old
end
-- Get value of selection of given number
function Selector:getSelection(n)
local n = n or 1
return self.selections[n]
end
-- Get value from list by selection
function Selector:getListValue(i)
return self.list[i]
end
-- Checks if selection of given number is unique within Selector scope.
function Selector:isUnique(n)
local selection = self:getSelection(n)
for fn,v in pairs(self.selections) do
if fn ~= n and self:isLocked(fn) and v == selection then
return false
end
end
return true
end
-- Get list of selections, checks if not locked are allowed.
function Selector:getFullSelection(allowed)
local allowed = allowed
if allowed == nil then allowed = false end
local t = {}
for n,v in pairs(self.selections) do
local name = self:getListValue(self:getSelection(n))
local locked = self:isLocked(n)
if locked or allowed then
local a = {name}
if self.sets[n] then table.insert(a, self.sets[n]) end
table.insert(t, a)
end
end
return t
end
-- Rolls and returns random selection from list that is not locked.
function Selector:rollRandom(avoids)
-- Me: You should make it simpler.
-- Inner me: Nah, it works. Leave it.
-- Me: Ok, let's leave it as it is.
local avoids = avoids or {}
local total = #self.list
local random = love.math.random(1, total)
local eligible = true
for _,avoid in ipairs(avoids) do
if random == avoid then
eligible = false
break
end
end
if not eligible or self:isLocked(random) then
table.insert(avoids, random)
return self:rollRandom(avoid)
else
return random
end
end
-- Draw single block of Selector
function Selector:drawBlock(n, x, y, scale)
if self.quads == nil or self.sprite == nil then return end
local x, y = x or 0, y or 0
local name = self:getListValue(self:getSelection(n))
local locked = self:isLocked(n)
local sprite = self.sprite
local quad = self.quads
local icon = self.icons_i
local iconq = self.icons_q[name]
local w,h = self:getSize()
local unique = self:isUnique(n)
if unique then
love.graphics.setColor(255, 255, 255, 255)
else
love.graphics.setColor(140, 140, 140, 255)
end
if not locked then
love.graphics.draw(sprite, quad[self.shape].normal, x*scale, y*scale, 0, scale, scale)
else
love.graphics.draw(sprite, quad[self.shape].active, x*scale, y*scale, 0, scale, scale)
end
love.graphics.draw(icon, iconq, (x+2)*scale, (y+3)*scale, 0, scale, scale)
if self.focused then
local dy = (h-6)/2
if not locked then
love.graphics.draw(sprite, quad.arrow_l, (x+0-2-math.floor(self.delay))* scale, (y+dy)*scale, 0, scale, scale)
love.graphics.draw(sprite, quad.arrow_r, (x+w-4+math.floor(self.delay))*scale, (y+dy)*scale, 0, scale, scale)
else
love.graphics.draw(sprite, quad.arrow_r, (x+0-2-math.floor(self.delay))* scale, (y+dy)*scale, 0, scale, scale)
love.graphics.draw(sprite, quad.arrow_l, (x+w-4+math.floor(self.delay))*scale, (y+dy)*scale, 0, scale, scale)
end
end
if (self:getSelection(n) ~= 1 or self.first) then
love.graphics.setFont(Font)
love.graphics.setColor(255, 255, 255, 255)
love.graphics.printf(string.upper(name), (x-w)*scale, (y+h+1)*scale, w*3, "center", 0, scale, scale)
end
end
-- Menu callbacks
function Selector:focus() -- Called when Element gains focus
self.focused = true
return true
end
function Selector:blur() -- Called when Element loses focus
self.focused = false
end
-- LÖVE2D callbacks
function Selector:draw(scale)
local x,y = self:getPosition()
local margin = self:getMargin()
local width = self:getSize()
x = x - #self.selections*0.5*(margin+margin+width)
for n=1,#self.selections do
self:drawBlock(n, x+(margin+width)*(n-1)+margin*n, y, scale)
end
end
function Selector:update(dt)
self.delay = self.delay + dt
if self.delay > Selector.delay then -- Selector.delay is initial
self.delay = self.delay - Selector.delay
end
end
-- Controller callbacks
-- TODO: Add action to perform when key is pressed and selector is locked in e.g. to move into character selection from map selection.
function Selector:controlpressed(set, action, key)
if set and self.focused then
local n = self:checkNumber(set)
local locked = self:isLocked(n)
if action == "left" and not locked then self:previous(n) end
if action == "right" and not locked then self:next(n) end
if action == "attack" then
local name = self:getListValue(self:getSelection(n))
if name == "random" then
self:setSelection(n, self:rollRandom({1,2})) -- avoid empty naut
self.locks[n] = true
else
-- If not empty or if first is allowed. Additionaly must be unique selection.
if (self:getSelection(n) ~= 1 or self.first) and self:isUnique(n) then
self.locks[n] = true
end
end
end
if action == "jump" then
if locked then
self.locks[n] = false
end
end
end
end
function Selector:controlreleased(set, action, key) end
return Selector
|